v2.5.0: flying mobs now visually fall into chasms if they die on them

This commit is contained in:
Evan Debenham
2024-08-29 14:27:27 -04:00
parent 4bdd2359ba
commit f81f32297e

View File

@@ -127,6 +127,7 @@ import com.shatteredpixel.shatteredpixeldungeon.plants.Earthroot;
import com.shatteredpixel.shatteredpixeldungeon.plants.Swiftthistle;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
import com.shatteredpixel.shatteredpixeldungeon.sprites.MobSprite;
import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
import com.watabou.noosa.audio.Sample;
import com.watabou.utils.BArray;
@@ -893,7 +894,12 @@ public abstract class Char extends Actor {
public void die( Object src ) {
destroy();
if (src != Chasm.class) sprite.die();
if (src != Chasm.class) {
sprite.die();
if (flying && Dungeon.level != null && sprite instanceof MobSprite && Dungeon.level.map[pos] == Terrain.CHASM){
((MobSprite) sprite).fall();
}
}
}
//we cache this info to prevent having to call buff(...) in isAlive.